Nameless One: "Can you dig around in my body for anything?"
Marta: "Marta can do that, cancha Marta? Yes you can!"
Nameless One: "Check the intestines… anything could be lodged in there."
Marta: You lie upon the table, and Marta stands over you, a rusty knife at the ready. There is a stabbing pain as she slices into your abdomen, then cuts brutally downwords in a saw-like motion, exposing your innards. Despite the pain, you watch in silent morbid fascination as she plunders your organs, humming to herself.
Thanks Corwin - I already bought the game, but I'll wait for a few patches before I start playing.
OK, OK, lots of stuff to read.
Is it GOOD reading? I'm not expecting great literature. But I'd settle for a Stephen King (for example) style page-turner, something that compels me to move forward.
Torment games are more like an interactive fantasy novel.
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it trivializes the whole skillcheck thing and ruins replayability.
The thing is, most of times you can fight or avoid combat in T:ToNumenera, your choice. This choice is not always obvious, so if you rush persuasion/deception/intimidate dialogue usually combat won't happen as it's set to appear later in the dialogue. In some cases proper "puzzlesolving" will also save you from combat - and no I don't mean skillchecks here.You know there were a lot of combat encounters in PS:T, right?
The thing is, most of times you can fight or avoid combat in T:ToNumenera, your choice. This choice is not always obvious, so if you rush persuasion/deception/intimidate dialogue usually combat won't happen as it's set to appear later in the dialogue. In some cases proper "puzzlesolving" will also save you from combat - and no I don't mean skillchecks here.
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Not really.
1. You can shove off all sidekicks and solo the game.
2. There are many skillcheck instances where only the main protagonist's ones count.
3. During combat if you chat with hostiles skillcheck counts only for a person that's into talks.
4. Skillcheck fails sometimes result with better rewards than successes and sometimes the sidestory gets additional path.
Your initial choices of Skills and Abilities are very important as they will have great impact on both choices you can make during the game and on general gameplay as well. While they are all given descriptions to help you choose, I found myself unsure which was best. After playing the game and seeing how things work I believe I could have made better initial choices. I guess that adds to the replay value.
One of the things I enjoyed the most in the original Planescape, were the incredibly written companions and their at times hilarious comments. Sadly, that is lacking in this game. Aside from the very beginning there has been no interchange between the characters except for some between your main PC and a companion; usually as part of their personal quest.
The topic is Torment:Tides of Numenera review.My point was just that PS:T was not an "interactive visual-novel" and you had a lot of trash combat.
1. Didn't you say replayability before asking that?1: But… why?
2: Only in very few areas(mostly in the Labyrinth)
3: But there are only 2-3 combat encounters where you can talk to enemies during combat
4: Yup, i have noticed that. It's a shame that it's hard to actually fail a skillcheck
"The good news is that your companions can help you with 'skill checks' so you don't need to be a generalist if you have a balanced party."
This actually "bad news". Because it trivializes the whole skillcheck thing and ruins replayability.
You know there were a lot of combat encounters in PS:T, right?
My point was just that PS:T was not just an "interactive visual-novel" and you had a lot of trash combat.
1. You can shove off all sidekicks and solo the game.
2. There are many skillcheck instances where only the main protagonist's ones count.
3. During combat if you chat with hostiles skillcheck counts only for a person that's into talks.
4. Skillcheck fails sometimes result with better rewards than successes and sometimes the sidestory gets additional path.